Consuming Rage 1RR
Sorcery
If sources you control dealt 12 or more damage to target opponent this turn, that player loses the game. Otherwise, ~ deals 3 damage to that player.
Madden R
Instant
You may play the next card you discard this turn as though it had madness. Its madness cost is equal to its mana cost reduced by :4mana:.
Draw a card. "To give an idea its true potence, apply it only in the realm where it is most alien, where it is seemingly senseless."--Hesfer, Manifesto
Blazewind Elemental2R
Creature - Elemental
Haste, trample
When Blazewind Elemental damages a player, that player sacrifices a Plains.
If there isn't a Plains in play, sacrifice Blazewind Elemental.
3/1
Melgor, Chaos King :symr::symr::symr:
Legendary Artifact Enchantment Creature - Lizard Demon
If your life total is even all permanents are enchantments in addition to their other types.
If your life total is odd all permanents are artifacts in addition to their other types.
If your life total is less than 5 all permanents are lands in addition to their other types. Chaos, the great equalizer.
3/4
Firebound Goblin 1R
Creature - Goblin Berserker
Haste, First Strike.
At the beginning of next upkeep, any player may pay :1mana:. If any player does, sacrifice ~ and it deals 2 damage to that player. "There is no way this guy to be stoped. At least, none that won't result in serious burn"
Thom Hass, Street Warrior
2/2
Private Mod Note
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Winner is Judge and Club Flaming IIW (get the one on top)
Guild ability being used by another guild
Graveyard effects
hawk1674:
Bonus: 5/5, all criteria met.
Balance: 7/10. Consider Sulfurous Blast (this card will at least do as much as a Blast, if not more). Consider Inspiration. This card marries those two concepts at the same cost. This is clearly too strong.
Flavor: 2/4. The name makes perfect sense comparative to the ability. However, this card is clearly not monored. Red doesn't draw cards, except in rare cases such as the punisher mechanic, which I don't equate this to. This card should probably be UR, like Cerebral Vortex. There was a lot of space since there is little rules text, I would have loved to see some flavor text here.
Creativity: 2/3. This is a pretty cool concept, but I again see a lot of Cerebral Vortex here.
Quality: 1/3. Just a few typos, such as "deal" should be "deals" and "creatrure" should be "creature". Also, if you are going to choose X wording, you should use "~ deals X damage to each creature where X is equal to the number of cards drawn this turn."
Total: 17/25
eldaec:
Bonus: 5/5. All criteria met.
Balance: 8/10. This is clearly a strong card. I think this has a lot of potential to be powerful, considering the state little red men are in right now. I see this card as either a cornerstone facilitator, or just out of reach of being useful because of the drastic drawback. It's in red, a color with a lot of time counter manipulation, making it potentially very powerful.
Flavor: 3/4. This is a really strong card flavorfully. I understand that the entire card is symmetric, but I don't necessarily like that it heals you too (plus, it taps only your own creatures). As a red card, that doesn't sit well with me.
Creativity: 3/3. I like it. The concept is good and I like cards that have high power vs. drastic drawback, they are good for testing skill.
Quality: 2/3. Pretty close to perfect. The first ability should read "have Haste and "This creature attacks each turn if able."
Total: 21/25.
SALAd:
Bonus: 5/5. All criteria met.
Balance: 7/10. Master, seems pretty appropriately costed, but I'm not sure considering it is slightly different from effects that are similar to it. That leaves Slave to be related to Threaten. I don't think it is costed correctly considering it is both an Instant and has the added versatility of being part of a split card.
Flavor: 4/4. I LOVE the flavor here, especially how the flavor text is a continuous idea even with a play on words. Really great.
Creativity: 2/3. A Misdirection + Threaten. Decent.
Quality: 1/3. Slave should include the untap clause found in Threaten (if it doesn't, it is significantly weaker as a player can simply keep attacking with their dudes to avoid its effect). Master has some stuff wrong with it. I don't think "(s)" is used in Magic.
Total: 19/25.
Alx:
Bonus 5/5. All criteria met.
Balance: 8/10. I'm not sure how often the first ability will come into play, if you've dealt 12 in one turn hopefully you have already / are about to win. However, it reminds me of something like Hidesugu's Second Rite, which is a cool card. Also, since it can be used a quick Lightning Bolt to the face if necessary, it isn't completely useless otherwise.
Flavor: 2/4. I don't necessarily see how the name matches the ability. Flavor text would have helped close this gap nicely, and with good enough text it might have gotten you full points.
Creativity: 2/3. Pretty interesting look at an alternate win condition and helping red out.
Quality 3/3. No problems I can see.
Total: 20/25.
Ixius:
Bonus: 5/5. All criteria met.
Balance: 6/10. This guy is really really really over the curve. To begin with, a 2 power dude with haste at RR is pretty damn good, if you look at comparisons such as Goblin War Buggy and Goblin Chariot. Add to this that he can be pitched as a GREAT combat trick, OR be madnessed out, OR do both at the same time... he's way too good in general, but especially for Red.
Flavor: 3/4. I like the flavor text, but I don't like the name. It kind of works, but a Tunneler doesn't imply "haste" to me, it implies "mountainwalk" or something.
Creativity: 3/3. Overall this is kind of generic, but I really like the Madness + Channel interaction.
Quality: 3/3. No issues, except that Channel should be italicized.
Total: 20/25
GetItWrong
Bonus: 5/5. Fine.
Balance: 8/10. This card seems fine to me. I liken it to cards like Overmaster and Quicken which are fine and usually seem pretty cool, but don't end up doing much. I feel like this could let you play some pretty sweet spells for cheap, but if you can play this guy, and get a Madness outlet and pay for the spell.. you deserve the bonus.
Flavor: 3/4. I'm not 100% on the flavor text's relevance but it's mostly fine. The name is appropriately but uninspiringly direct.
Creativity: 2/3. It is a pretty common concept to grant small abilities such as these on 1cc cantrips.
Quality: 3/3. No issues that I can see.
Total: 21/25.
waywardclam
Bonus: 5/5. All criteria met.
Balance: 7/10. This is a powerful but specific hoser. Its usefulness is directly proportional to the playability of white and if the decks using white also commonly have Plains in play. I see this being very good against someone playing white, but I also see it being a little too powerful if it were played alongside Plains that one could use to keep it in play (being a slightly cheaper but proportionately so Giant Solifuge).
Flavor: 2/4. I like what's going on here, but I'm not sure why this thing is so attached to plains. Nice flavor text could have filled in this gap for me.
Creativity: 3/3. Great! I like it a lot. One thing that I thought the card was when I first read it was that like, at the end of the turn if your opponent didn't have a Plains, you would have to kill it. That way against non-White players it could be a Spark Elemental. Instead, yours is certainly different but more limited.
Quality: 3/3. No issues.
Total: 20/25.
YuanTi
Bonus: 4/5. CC = 5.
Balance: 8/10. Seems fine for Red, if a little on the weak side. I like the application of the Flowstone ability but it is a little restrictive for Red since Red typically likes to have at least a few X/1s in play. In draft this guy is awesome, but since there isn't a rarity I don't want to consider this guy there. As for constructed, I usually want to get a lot out of my guy if I'm gonna pay 3RR.
Flavor: 4/4. I like the flavortext here and the whole card fits together nicely. I like the concept that the hill rises so the ability goes off and when it falls again (dies) the ability goes off again.
Creativity: 2/3. Interesting use of the Flowstone ability.
Quality 3/3. No issues.
Total: 21/25.
erikcu
Bonus: 5/5.
Balance: 8/10. I don't see this guy's abilties being all that useful. It is hard to be able to abuse him as to do so you have to be able to fluctuate your life total to the desired level. Also, he is RRR which makes him very specific. I count him at 8/10 just because he's a 3/4 for 3 in red without really any drawbacks.
Flavor: 1/4. Hmm. This guy is pretty confusing. I don't get why he's all those permanent types or why he does what he does. I also don't really see how the flavor text is relevant. It would seem more suited to an effect like on Balance or something.
Creativity: 3/3. Interesting conceptually.
Quality: 3/3. No issues.
Total: 20/25.
lgmhorus
Bonus: 5/5. No issues.
Balance: 7/10. While this guy's drawback makes sense, he is still too good. Under most circumstances, he is at least 4 to the dome, and has a chance of being more devastating. Since, if he is killed by his secondary ability, he will also set the opponent back a mana for the turn and still do 4, which is Char level damage, and he only costs 2 mana and no 2 life, he's simply too good.
Flavor: 3/4. It's hard to argue with the card itself, but I just don't get the flavor text. There are typos and the english isn't correct. Plus, I don't get who the person the quotation is attributed to is. This card might actually have benefitted from no flavor text.
Creativity: 3/3. I love Rhystic Cave-esque drawbacks and I think this does so in a neat way, punishing for either outcome.
Quality: 2/3. The S in Strike shouldn't be capitilized and there should be no period after strike. The second ability should read: "At the beginning of the next upkeep."
Total: 20/25.
So there is a pretty big multiple way tie here. In the end, I want to give it to eldaec since I really liked the concept and potential behind his card. I will send him a PM with the results.
Next up, a creature card with a new combat related keyword ability. Most of the points will be given for thinking up a good keyword.
Things I think of as 'combat related keywords' include First Strike, Flanking, Flying, Defender, Lifelink or Ninjutsu.
Scoring:
5pts : Criteria - 2 pts for a creature, 2 pts for a combat related keyword, 1pt for including keyword reminder text and flavour text.
5pts : Flavour and Originality - are we going to be excited about this keyword as a theme, and is it something altogether new?
5pts : Design Elegance - is the new ability one which opens up lots of potential design space, at the same time is it well worded and easy to understand (good reminder text is vital), and will it avoid being a rules nightmare?
5pts : Balance - Is the overall card balanced, and is the ability something that can be balanced if applied correctly on most sizes and shapes of creature?
In all categories, the keyword will carry the bulk of the points.
Darting Kithkin 1W
Creature--Kithkin Rogue
2/1
Dodge 4 (Whenever a creature blocks or is blocked by this creature, it gets -4/-0 until end of turn. If no creatures with power greater than 0 are blocking this creature, it deals combat damage as though it weren't blocked.) "No, I'm not going to execute you for failing in your duties as a guard. Clearly, we need caltrops dipped in deadly poison around the perimeter. You can take care of that. No, you won't be needing gloves."--Baron Von Kruelenesty
Shimmershield Naru 2W
Creature - Spirit Warrior
When Shimmershield Naru is turned face up, prevent the next 2 damage that would be dealt to target creature this turn.
Retreat (When Shimmershield Naru is dealt damage, turn it face down.) Morph WW
1/3
Synaptic Shade :1mana::symw::symu:
Creature - Shade
Engage :symw::symu: (This creature is blocking target creature, even if that creature has fear, flying, shadow, or is otherwise unblockable. This creature may still only block one creature.)
:3mana::symu:: Return ~ and target creature it is blocking to their owners' hands.
2/2
Private Mod Note
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-This signature intentionally left blank to increase general intrigue and mystery-
Llanowar Safeguard2G
Enchantment Land Creature - Dryad
Attract 1G(If a spell or ability with a single target can target this permanent, you may change the target of that spell or ability to this permanent for its attract cost instead) The Safeguard have modified their bodies to include aspects of those they have vowed to give their lives to protect.
1/4
Eldritch GathererXGG
Creature - Elf Druid
Energy X (Comes into play with X Energy counters, and has 0, remove an Energy counter: untap this creature.) T: Add G to your mana pool.
1/1
My first try at this little game:
Jaguiki, Planar Slayer2UU
Legendary Creature - Demon (R)
Manhunter (Whenever this creature deals combat damage to a player, double that damage.)
Discard two cards from your hand: Jaguiki, Planar Slayer is unblockable until end of turn.
"The deal is simple: Their head in exchange for your mind."
3/2
ATTACHMENTS
Jaguiki, Planar Slayer
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I think the "Tag you are it!" game is childish, and therefore I refuse to participate. Games I play.
Other people's decks!
(I'm too cheap to actually BUY the cards, so I just playtest for others.)
Valiant Charger :1mana::symwr::symwr:
Creature - Human Knight
First strike, Tactics (Creatures can't block ~ unless their controller pays for each creature he or she controls blocking ~) "Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win."
- Sun Tzu, The Art of War"
2/2
Artifact Creature - Construct
-2/0
Expert Defender 4 (This creature can't attack, and it can block up to four creatures each combat. Whenever this creature blocks, instead of dealing its normal combat damage, it deals damage equal to its power to each creature it blocks.)
Modular 4 Put enough fists on a wall, and people will think twice about climbing it.
Flock of Faeries :2mana::symg:
Creature - Faerie
Mortal Combat (Whenever this card blocks or is blocked tap the opposing creature and put an engaged counter on this card and that creature. Creatures with engaged counters on them don't untap as usual and in the combat phase they deal their combat damage to all other creatures with engaged counters on them.)
"Tenacious, devious, and mischevious-- a flock of faeiries are much more dangerous than the average adventurer would imagine." - Jack Noir, Wandering Minstrel. 1/4
5pts : Criteria - 2 pts for a creature, 2 pts for a combat related keyword, 1pt for including keyword reminder text and flavour text.
5pts : Flavour and Originality - are we going to be excited about this keyword as a theme, and is it something altogether new?
5pts : Design Elegance - is the new ability one which opens up lots of potential design space, at the same time is it well worded and easy to understand (good reminder text is vital), and will it avoid being a rules nightmare?
5pts : Balance - Is the overall card balanced, and is the ability something that can be balanced if applied correctly on most sizes and shapes of creature?
GetItWrong
Darting Kithkin 1W
Creature--Kithkin Rogue
2/1
Dodge 4 (Whenever a creature blocks or is blocked by this creature, it gets -4/-0 until end of turn. If no creatures with power greater than 0 are blocking this creature, it deals combat damage as though it weren't blocked.)
"No, I'm not going to execute you for failing in your duties as a guard. Clearly, we need caltrops dipped in deadly poison around the perimeter. You can take care of that. No, you won't be needing gloves."--Baron Von Kruelenesty
GetItWrong
Criteria 5/5
No Issues
Flavour 4/5
Flavour is solid, though flavour text is probably too long.
Design 3/5
I can imagine confusion over what 'damage as though it weren't blocked' means, and I'm not sure that this much complexity is necessary for a new form of evasion.
Balance 4/5
Seems fair.
TOTAL 16 points
Ace
Shimmershield Naru 2W
Creature - Spirit Warrior
When Shimmershield Naru is turned face up, prevent the next 2 damage that would be dealt to target creature this turn.
Retreat (When Shimmershield Naru is dealt damage, turn it face down.)
Morph WW
1/3
Ace
Criteria 4/5
No flavour text
Flavour 3/5
I like the flavour of a 'return to morph' trick, but why is the ability called retreat? I would expect retreat to take me out of combat.
Design 3/5
I think you've wasted possible design space by having such a specific keyword trigger.
Balance 3/5
The card isn't broken, but the hardcast cost seems high, (it's higher cost than playing face down, which appears to be better in almost all circumstances).
TOTAL 13 points
cannon
Synaptic Shade 1WU
Creature - Shade
Engage WU (This creature is blocking target creature, even if that creature has fear, flying, shadow, or is otherwise unblockable. This creature may still only block one creature.) 3U : Return ~ and target creature it is blocking to their owners' hands.
2/2
cannon
Criteria 4/5
No flavour text
Flavour 3/5
Shades usually get to pay a cost to pump themselves (eg. chilling shade), you don't have that or any other connection here with shades. Also, you've made the card gold without any clear reason, messing with blockability and bounce are both fine in blue. The concept would suit an Illusion really well.
Design 3/5
The way the ability is worded it could cause unneccessary grief if used outside of the combat phase. For this sort of ability, try something like (until end of turn, this creature can block target creature blah blah blah). Also, this whole mechanic will likely cause questions like the treetop bracers/spiders questions that come up from time to time. I'm not sure you couldn't do better looking to keyword something related to the return to hand ability.
Balance 3/5
As mentioned in the flavour section I think the white mana is unnecessary and restricts potential use. 2 power is probably a bit out of place for a control creature. Maybe 2U cost and 1/4?
TOTAL 13 points
Seryph
Llanowar Safeguard 2g
Enchantment Land Creature - Dryad
Attract 1g (If a spell or ability with a single target can target this permanent, you may change the target of that spell or ability to this permanent for its attract cost instead)
The Safeguard have modified their bodies to include aspects of those they have vowed to give their lives to protect.
1/4
Seryph
Criteria 4/5
I think we are really stretching the definition of 'combat related', so I've dropped you to 1/2 for 'a combat related ability'.
Flavour 4/5
I like the idea of attracting, it feels slightly more red to me, but green's lure ability means it is no biggie. You don't get 5 because I have a hard time understanding what an 'enchantment land creature dryad' actually is from the card.
Design 3/5
Might be more elegant if redirected a target spell or ability, as it stands I guess it redirects everything on the stack, which seems clunky and harder to explain. Also, I'm not sure there is even a whole cycle here, it doesn't seem like a theme with a decent design space, more like a one off card.
Balance 4/5
The land and enchantment thing seems like a hostage to fortune, but no real issues.
TOTAL 15 points
Waywardclam
Eldritch Gatherer xGG
Creature - Elf Druid
Energy X (Comes into play with X Energy counters, and has 0, remove an Energy counter: untap this creature.)
t: Add G to your mana pool.
1/1
Waywardclam
Criteria 3/5
No flavour text; and the only combat impact I can see here is that you can technically use energy for vigilance, so 1/2 for being a combat related ability.
Flavour 5/5
No problems, the energy untapping concept would make a decent theme.
Design 4/5
It's a solid card, but I think its application as a combat mechanic is limited, so I'm sticking to 4/5.
Balance 4/5
I'd probably cost it x1G, but this is nitpicking - nice card.
TOTAL 16 points
Kazagistar
Jaguiki, Planar Slayer 2UU
Legendary Creature - Demon (R)
Manhunter (Whenever this creature deals combat damage to a player, double that damage.)
Discard two cards from your hand: Jaguiki, Planar Slayer is unblockable until end of turn.
"The deal is simple: Their head in exchange for your mind."
3/2
Kazagistar
Criteria 5/5
No issues
Flavour 4/5
Some minor issues, Demons are rarely blue (in fact only once, ever), and this card has no clear reason to be a demon (though the flavour text tries hard). Also the ability keyword name is not intuitive to me. Manhunter suggests hunting creatures rather than planeswalkers. I could see creatures that are better at hitting planeswalkers than other creatures as a set theme though.
Design 3/5
Design of the card is solid, I like the ability synergies. But the keyword itself is pretty specific.
Balance 4/5
As it stands you'll probably only activate the second ability when it wins the game, you could probably stand to make it discard 1 and pay some mana.
TOTAL 16 points
lgmhorus
Valiant Charger :1mana::symwr::symwr:
Creature - Human Knight
First strike, Tactics 2 (Creatures can't block ~ unless their controller pays 2 for each creature he or she controls blocking ~)
"Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win."
- Sun Tzu, The Art of War"
2/2
lgmhorus
Criteria 5/5
No issues
Flavour 2/5
The keyword 'tactics' doesn't describe the ability very well; the name 'Valiant Charger' doesn't really sit well with a sneaky evasion ability (maybe a better keyword name could make the ability seem less sneaky); I don't understand why we are using boros mana here, first strike is ok in red or white, but tactics feels white/blue/black to me. Flavour text is cool though.
Design 4/5
Keyword reminder seems well worded, and sets up lots of design space for unusual evasion techniques. However, First strike feels redundant.
Balance 4/5
Ok, but I don't like the idea of this guy being played for 1RR. You could do worse than making this 1W for a 2/1.
TOTAL : 15 points
salad
Arcbound Pummeler (Uncommon) 3
Artifact Creature - Construct
-2/0
Expert Defender 4 (This creature can't attack, and it can block up to four creatures each combat. Whenever this creature blocks, instead of dealing its normal combat damage, it deals damage equal to its power to each creature it blocks.)
Modular 4
Put enough fists on a wall, and people will think twice about climbing it.
salad
Criteria 5/5
No issues
Flavour 3/5
I like your flavour text, but the keyword is lost on me, it's complex and not likely to be repeated too often, expert doesn't seem to mean anything consistent or flavourful except 'the alernate definition of whatever'.
Design 2/5
This could be done much more simply by splitting the mechanic out, maybe have 'Defender', 'Can block up to 4 creatures each turn' then keyword the ability to deal its power to each creature it blocks or is blocked by. Finally your reminder text wording is odd, I think you'd say 'each turn' instead of 'each combat', also your wording could confuse players about whether you want the damage to be dealt immeadiately when blockers are announced (that's the current wording), or as normal combat damage (which feels more elegant)
Balance 4/5
No real issues, though a wall has to be pretty hot to be worth playing,
TOTAL 14pts
Alx2
Icatian Tactician 1W
Creature - Soldier
Outmanuever 1 (When this creature attacks, up to one target creature can't block it this turn)
2/1
Alx2
Criteria 4/5
no flavour text.
Flavour 4/5
It's simple, everything on the card fits well together, and the ability is easy to understand. A creature type of soldier really needs pairing with a race.
Design 5/5
Neat enough, not going to cause problems. Would work on almost any creature.
Balance 4/5
It's well balanced, but I don't imagine feeling drawn to play it, maybe too safe.
Disable 2 (Whenever this creature blocks or is blocked by a creature, you may pay 2. If you do, tap that creature and remove it from combat. It doesn't untap during it's controller's next untap step.)
If you spent u on the disable cost, draw a card.
"Don't worry. He's just dazed, he'll snap out of it... Eventually."
2/1
Ixius
Criteria 5/5
No Issues
Flavour 4/5
The keyword is interesting, you only lose a point because the name and flavour text suggests that this guy will make the opp discard rather than having you draw. I like the idea of red's defensive move being 'punch people out of combat'.
Design 5/5
Wording appears spot on, and the card demonstrates how this could be used in a variety of ways.
Balance 5/5
I like the potential for this to be a skill tester - do I keep back 1U for disable, can I attack into this guy to use up mana and stop you remanding post combat etc.
TOTAL 19 points
erikcu
Flock of Faeries 2G
Creature - Faerie
Mortal Combat (Whenever this card blocks or is blocked tap the opposing creature and put an engaged counter on this card and that creature. Creatures with engaged counters on them don't untap as usual and in the combat phase they deal their combat damage to all other creatures with engaged counters on them.)
"Tenacious, devious, and mischevious-- a flock of faeiries are much more dangerous than the average adventurer would imagine." - Jack Noir, Wandering Minstrel.
1/4
erikcu
Criteria 5/5
No issues.
Flavour 3/5
Shouldn't a flock of something have flying?
Also, I don't understand the flavour of why 'Mortal combat' is making the opponents creatures attack each other.
Design 3/5
Design seems a bit narrow and self-referential, other than changing power/toughness, I'm not sure what else can feed into this mechanic, and I'm not sure that this would interact well with other themes and mechanics. Also, wording of reminder text should probably be 'Whenever this blocks or becomes blocked by a creature tap that creature and blah blah', and you probably need to say 'at the beginning' or 'at the end' of the combat phase, just to be clear. It's unclear whether you are expecting engaged creatures to deal damage equal to power to each other engaged creature, or if you want to let players split it like a normal combat damage round.
Balance 3/5
Seems hard to price this well, it's not broken, but I'd have thought that in most cases a simple removal spell or combat trick is going to be better.
TOTAL 14 points
Yuanti
Irongate Guard 2WW
Creature - Soldier
Disarm 2 (When Irongate Guard blocks a creature you may pay its disarm cost. If you do remove all auras and equipment from the blocked creature.)
If you payed W in Irongate Guard's disarm cost you may attach all removed auras and equipment to Irongate Guard.
1/4
Yuanti
Criteria 4/5
No flavour text.
Flavour 3/5
Flavour is solid, but not very exciting - this is a very safe card. You should probably add a race creature type.
Design 2/5
Very narrow, seems to only get going if you pay 6 mana total when being attacked by creature with auras/equipment attached.
Balance 2/5
4 mana for a 1/4 with an ability that is rarely useful (and which you pay for separately). Seems very expensive.
And well done everyone, apologies if my judging comments are mostly negative, its tough to explain where I've made points decisions and not run into pages and pages of wiffle.
Llanowar Safeguard 2g
Enchantment Land Creature - Dryad
Attract 1g (If a spell or ability with a single target can target this permanent, you may change the target of that spell or ability to this permanent for its attract cost instead)
The Safeguard have modified their bodies to include aspects of those they have vowed to give their lives to protect.
1/4
Seryph
Criteria 4/5
I think we are really stretching the definition of 'combat related', so I've dropped you to 1/2 for 'a combat related ability'.
Flavour 4/5
I like the idea of attracting, it feels slightly more red to me, but green's lure ability means it is no biggie. You don't get 5 because I have a hard time understanding what an 'enchantment land creature dryad' actually is from the card.
Design 3/5
Might be more elegant if redirected a target spell or ability, as it stands I guess it redirects everything on the stack, which seems clunky and harder to explain. Also, I'm not sure there is even a whole cycle here, it doesn't seem like a theme with a decent design space, more like a one off card.
Balance 4/5
The land and enchantment thing seems like a hostage to fortune, but no real issues.
TOTAL 15 points
Hmmm.. can't say I read the part about "combat related" so.. mine wasn't designed with that stipulation in mind and wasn't really combat related at all.
In terms of flavor, really the reason it is an "enchantment land" is simply so it can attract spells like Stone Rain and Demystify... it led the card to be able to accomplish this with no actual rules text besides Attract. The flavor text attempted to explain this.. that they are this way in order to be able to better understand / protect enchantments and lands.
No, it wouldn't grab all the abilities/spells on the stack at once. It can only grab one thing per payment of the Attract cost. If, for example, someone played Stone Rain on a land, then responded with Naturalize on my Glare of Subdual, then responded with a Shock on my Birds of Paradise, I could pay 3GGG to grab all the abilities and target the Safeguard with them.
Can't say I understand the term "The land and enchantment thing seems like a hostage to fortune, but no real issues." so I can't really respond to it.
I am by no means saying I should win (in fact, I definately shouldn't as I didn't technically even meet round requirements) by this post, just offering some general commentary on the judging / my own card. Thanks for the judgings! We've had two quick rounds these past two days... lets keep this smoothness up y'all!
Truce 2RW
Enchantment
At the beginning of your upkeep, flip Truce.
Creatures can't attack.
//
Mayhem
At the beginning of your upkeep, flip Mayhem.
Creatures can't block. "Well, I can't say I care much for his manners, but at least he's punctual." -Ammon-Ra, Khemrian King
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to blurrycloud, who by the way, is a redonculous artist.
Marcus le Gilles, Champion of Bretonnia2WW
Legendary Creature - Human Soldier
Flanking 2W, T: Destroy target black creature or artifact. It can't be regenerated. "I would sooner die than see these horrors and their ancient creations spread their filth to the pure lands of the Lady."
3/3
~Caller of the Old Ones~
~2B~
~Creature – Human Cleric~
~When Caller of the Old Ones comes into play, you may search your library for a creature card with converted mana cost 6 or more, reveal it, and put it into your hand. If you do, shuffle your library.~
~1/1~
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
Sundial of Ammon-Ra 4
Legendary Artifact
Vanishing 6 ,T: End the turn. Play this ability only during your turn. Time is precious when you don't have enough of it.
Sorcery
If sources you control dealt 12 or more damage to target opponent this turn, that player loses the game. Otherwise, ~ deals 3 damage to that player.
R
Instant
You may play the next card you discard this turn as though it had madness. Its madness cost is equal to its mana cost reduced by :4mana:.
Draw a card.
"To give an idea its true potence, apply it only in the realm where it is most alien, where it is seemingly senseless."--Hesfer, Manifesto
Make a card called Long For This World.
Creature - Elemental
Haste, trample
When Blazewind Elemental damages a player, that player sacrifices a Plains.
If there isn't a Plains in play, sacrifice Blazewind Elemental.
3/1
Legendary Artifact Enchantment Creature - Lizard Demon
If your life total is even all permanents are enchantments in addition to their other types.
If your life total is odd all permanents are artifacts in addition to their other types.
If your life total is less than 5 all permanents are lands in addition to their other types.
Chaos, the great equalizer.
3/4
Creature - Goblin Berserker
Haste, First Strike.
At the beginning of next upkeep, any player may pay :1mana:. If any player does, sacrifice ~ and it deals 2 damage to that player.
"There is no way this guy to be stoped. At least, none that won't result in serious burn"
Thom Hass, Street Warrior
2/2
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
hawk1674:
Bonus: 5/5, all criteria met.
Balance: 7/10. Consider Sulfurous Blast (this card will at least do as much as a Blast, if not more). Consider Inspiration. This card marries those two concepts at the same cost. This is clearly too strong.
Flavor: 2/4. The name makes perfect sense comparative to the ability. However, this card is clearly not monored. Red doesn't draw cards, except in rare cases such as the punisher mechanic, which I don't equate this to. This card should probably be UR, like Cerebral Vortex. There was a lot of space since there is little rules text, I would have loved to see some flavor text here.
Creativity: 2/3. This is a pretty cool concept, but I again see a lot of Cerebral Vortex here.
Quality: 1/3. Just a few typos, such as "deal" should be "deals" and "creatrure" should be "creature". Also, if you are going to choose X wording, you should use "~ deals X damage to each creature where X is equal to the number of cards drawn this turn."
Total: 17/25
eldaec:
Bonus: 5/5. All criteria met.
Balance: 8/10. This is clearly a strong card. I think this has a lot of potential to be powerful, considering the state little red men are in right now. I see this card as either a cornerstone facilitator, or just out of reach of being useful because of the drastic drawback. It's in red, a color with a lot of time counter manipulation, making it potentially very powerful.
Flavor: 3/4. This is a really strong card flavorfully. I understand that the entire card is symmetric, but I don't necessarily like that it heals you too (plus, it taps only your own creatures). As a red card, that doesn't sit well with me.
Creativity: 3/3. I like it. The concept is good and I like cards that have high power vs. drastic drawback, they are good for testing skill.
Quality: 2/3. Pretty close to perfect. The first ability should read "have Haste and "This creature attacks each turn if able."
Total: 21/25.
SALAd:
Bonus: 5/5. All criteria met.
Balance: 7/10. Master, seems pretty appropriately costed, but I'm not sure considering it is slightly different from effects that are similar to it. That leaves Slave to be related to Threaten. I don't think it is costed correctly considering it is both an Instant and has the added versatility of being part of a split card.
Flavor: 4/4. I LOVE the flavor here, especially how the flavor text is a continuous idea even with a play on words. Really great.
Creativity: 2/3. A Misdirection + Threaten. Decent.
Quality: 1/3. Slave should include the untap clause found in Threaten (if it doesn't, it is significantly weaker as a player can simply keep attacking with their dudes to avoid its effect). Master has some stuff wrong with it. I don't think "(s)" is used in Magic.
Total: 19/25.
Alx:
Bonus 5/5. All criteria met.
Balance: 8/10. I'm not sure how often the first ability will come into play, if you've dealt 12 in one turn hopefully you have already / are about to win. However, it reminds me of something like Hidesugu's Second Rite, which is a cool card. Also, since it can be used a quick Lightning Bolt to the face if necessary, it isn't completely useless otherwise.
Flavor: 2/4. I don't necessarily see how the name matches the ability. Flavor text would have helped close this gap nicely, and with good enough text it might have gotten you full points.
Creativity: 2/3. Pretty interesting look at an alternate win condition and helping red out.
Quality 3/3. No problems I can see.
Total: 20/25.
Ixius:
Bonus: 5/5. All criteria met.
Balance: 6/10. This guy is really really really over the curve. To begin with, a 2 power dude with haste at RR is pretty damn good, if you look at comparisons such as Goblin War Buggy and Goblin Chariot. Add to this that he can be pitched as a GREAT combat trick, OR be madnessed out, OR do both at the same time... he's way too good in general, but especially for Red.
Flavor: 3/4. I like the flavor text, but I don't like the name. It kind of works, but a Tunneler doesn't imply "haste" to me, it implies "mountainwalk" or something.
Creativity: 3/3. Overall this is kind of generic, but I really like the Madness + Channel interaction.
Quality: 3/3. No issues, except that Channel should be italicized.
Total: 20/25
GetItWrong
Bonus: 5/5. Fine.
Balance: 8/10. This card seems fine to me. I liken it to cards like Overmaster and Quicken which are fine and usually seem pretty cool, but don't end up doing much. I feel like this could let you play some pretty sweet spells for cheap, but if you can play this guy, and get a Madness outlet and pay for the spell.. you deserve the bonus.
Flavor: 3/4. I'm not 100% on the flavor text's relevance but it's mostly fine. The name is appropriately but uninspiringly direct.
Creativity: 2/3. It is a pretty common concept to grant small abilities such as these on 1cc cantrips.
Quality: 3/3. No issues that I can see.
Total: 21/25.
waywardclam
Bonus: 5/5. All criteria met.
Balance: 7/10. This is a powerful but specific hoser. Its usefulness is directly proportional to the playability of white and if the decks using white also commonly have Plains in play. I see this being very good against someone playing white, but I also see it being a little too powerful if it were played alongside Plains that one could use to keep it in play (being a slightly cheaper but proportionately so Giant Solifuge).
Flavor: 2/4. I like what's going on here, but I'm not sure why this thing is so attached to plains. Nice flavor text could have filled in this gap for me.
Creativity: 3/3. Great! I like it a lot. One thing that I thought the card was when I first read it was that like, at the end of the turn if your opponent didn't have a Plains, you would have to kill it. That way against non-White players it could be a Spark Elemental. Instead, yours is certainly different but more limited.
Quality: 3/3. No issues.
Total: 20/25.
YuanTi
Bonus: 4/5. CC = 5.
Balance: 8/10. Seems fine for Red, if a little on the weak side. I like the application of the Flowstone ability but it is a little restrictive for Red since Red typically likes to have at least a few X/1s in play. In draft this guy is awesome, but since there isn't a rarity I don't want to consider this guy there. As for constructed, I usually want to get a lot out of my guy if I'm gonna pay 3RR.
Flavor: 4/4. I like the flavortext here and the whole card fits together nicely. I like the concept that the hill rises so the ability goes off and when it falls again (dies) the ability goes off again.
Creativity: 2/3. Interesting use of the Flowstone ability.
Quality 3/3. No issues.
Total: 21/25.
erikcu
Bonus: 5/5.
Balance: 8/10. I don't see this guy's abilties being all that useful. It is hard to be able to abuse him as to do so you have to be able to fluctuate your life total to the desired level. Also, he is RRR which makes him very specific. I count him at 8/10 just because he's a 3/4 for 3 in red without really any drawbacks.
Flavor: 1/4. Hmm. This guy is pretty confusing. I don't get why he's all those permanent types or why he does what he does. I also don't really see how the flavor text is relevant. It would seem more suited to an effect like on Balance or something.
Creativity: 3/3. Interesting conceptually.
Quality: 3/3. No issues.
Total: 20/25.
lgmhorus
Bonus: 5/5. No issues.
Balance: 7/10. While this guy's drawback makes sense, he is still too good. Under most circumstances, he is at least 4 to the dome, and has a chance of being more devastating. Since, if he is killed by his secondary ability, he will also set the opponent back a mana for the turn and still do 4, which is Char level damage, and he only costs 2 mana and no 2 life, he's simply too good.
Flavor: 3/4. It's hard to argue with the card itself, but I just don't get the flavor text. There are typos and the english isn't correct. Plus, I don't get who the person the quotation is attributed to is. This card might actually have benefitted from no flavor text.
Creativity: 3/3. I love Rhystic Cave-esque drawbacks and I think this does so in a neat way, punishing for either outcome.
Quality: 2/3. The S in Strike shouldn't be capitilized and there should be no period after strike. The second ability should read: "At the beginning of the next upkeep."
Total: 20/25.
So there is a pretty big multiple way tie here. In the end, I want to give it to eldaec since I really liked the concept and potential behind his card. I will send him a PM with the results.
Next up, a creature card with a new combat related keyword ability. Most of the points will be given for thinking up a good keyword.
Things I think of as 'combat related keywords' include First Strike, Flanking, Flying, Defender, Lifelink or Ninjutsu.
Scoring:
5pts : Criteria - 2 pts for a creature, 2 pts for a combat related keyword, 1pt for including keyword reminder text and flavour text.
5pts : Flavour and Originality - are we going to be excited about this keyword as a theme, and is it something altogether new?
5pts : Design Elegance - is the new ability one which opens up lots of potential design space, at the same time is it well worded and easy to understand (good reminder text is vital), and will it avoid being a rules nightmare?
5pts : Balance - Is the overall card balanced, and is the ability something that can be balanced if applied correctly on most sizes and shapes of creature?
In all categories, the keyword will carry the bulk of the points.
1W
Creature--Kithkin Rogue
2/1
Dodge 4 (Whenever a creature blocks or is blocked by this creature, it gets -4/-0 until end of turn. If no creatures with power greater than 0 are blocking this creature, it deals combat damage as though it weren't blocked.)
"No, I'm not going to execute you for failing in your duties as a guard. Clearly, we need caltrops dipped in deadly poison around the perimeter. You can take care of that. No, you won't be needing gloves."--Baron Von Kruelenesty
Make a card called Long For This World.
Creature - Spirit Warrior
When Shimmershield Naru is turned face up, prevent the next 2 damage that would be dealt to target creature this turn.
Retreat (When Shimmershield Naru is dealt damage, turn it face down.)
Morph WW
1/3
Creature - Shade
Engage :symw::symu: (This creature is blocking target creature, even if that creature has fear, flying, shadow, or is otherwise unblockable. This creature may still only block one creature.)
:3mana::symu:: Return ~ and target creature it is blocking to their owners' hands.
2/2
Enchantment Land Creature - Dryad
Attract 1G (If a spell or ability with a single target can target this permanent, you may change the target of that spell or ability to this permanent for its attract cost instead)
The Safeguard have modified their bodies to include aspects of those they have vowed to give their lives to protect.
1/4
Creature - Elf Druid
Energy X (Comes into play with X Energy counters, and has 0, remove an Energy counter: untap this creature.)
T: Add G to your mana pool.
1/1
Jaguiki, Planar Slayer 2UU
Legendary Creature - Demon (R)
Manhunter (Whenever this creature deals combat damage to a player, double that damage.)
Discard two cards from your hand: Jaguiki, Planar Slayer is unblockable until end of turn.
"The deal is simple: Their head in exchange for your mind."
3/2
I think the "Tag you are it!" game is childish, and therefore I refuse to participate.
Games I play.
(I'm too cheap to actually BUY the cards, so I just playtest for others.)
Creature - Human Knight
First strike, Tactics (Creatures can't block ~ unless their controller pays for each creature he or she controls blocking ~)
"Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win."
- Sun Tzu, The Art of War"
2/2
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Artifact Creature - Construct
-2/0
Expert Defender 4 (This creature can't attack, and it can block up to four creatures each combat. Whenever this creature blocks, instead of dealing its normal combat damage, it deals damage equal to its power to each creature it blocks.)
Modular 4
Put enough fists on a wall, and people will think twice about climbing it.
Creature - Soldier
Outmanuever 1 (When this creature attacks, up to one target creature can't block it this turn)
2/1
Creature - Faerie
Mortal Combat (Whenever this card blocks or is blocked tap the opposing creature and put an engaged counter on this card and that creature. Creatures with engaged counters on them don't untap as usual and in the combat phase they deal their combat damage to all other creatures with engaged counters on them.)
"Tenacious, devious, and mischevious-- a flock of faeiries are much more dangerous than the average adventurer would imagine." - Jack Noir, Wandering Minstrel.
1/4
Scoring system recap...
5pts : Criteria - 2 pts for a creature, 2 pts for a combat related keyword, 1pt for including keyword reminder text and flavour text.
5pts : Flavour and Originality - are we going to be excited about this keyword as a theme, and is it something altogether new?
5pts : Design Elegance - is the new ability one which opens up lots of potential design space, at the same time is it well worded and easy to understand (good reminder text is vital), and will it avoid being a rules nightmare?
5pts : Balance - Is the overall card balanced, and is the ability something that can be balanced if applied correctly on most sizes and shapes of creature?
Darting Kithkin
1W
Creature--Kithkin Rogue
2/1
Dodge 4 (Whenever a creature blocks or is blocked by this creature, it gets -4/-0 until end of turn. If no creatures with power greater than 0 are blocking this creature, it deals combat damage as though it weren't blocked.)
"No, I'm not going to execute you for failing in your duties as a guard. Clearly, we need caltrops dipped in deadly poison around the perimeter. You can take care of that. No, you won't be needing gloves."--Baron Von Kruelenesty
Criteria 5/5
No Issues
Flavour 4/5
Flavour is solid, though flavour text is probably too long.
Design 3/5
I can imagine confusion over what 'damage as though it weren't blocked' means, and I'm not sure that this much complexity is necessary for a new form of evasion.
Balance 4/5
Seems fair.
TOTAL 16 points
Shimmershield Naru 2W
Creature - Spirit Warrior
When Shimmershield Naru is turned face up, prevent the next 2 damage that would be dealt to target creature this turn.
Retreat (When Shimmershield Naru is dealt damage, turn it face down.)
Morph WW
1/3
Criteria 4/5
No flavour text
Flavour 3/5
I like the flavour of a 'return to morph' trick, but why is the ability called retreat? I would expect retreat to take me out of combat.
Design 3/5
I think you've wasted possible design space by having such a specific keyword trigger.
Balance 3/5
The card isn't broken, but the hardcast cost seems high, (it's higher cost than playing face down, which appears to be better in almost all circumstances).
TOTAL 13 points
Synaptic Shade 1WU
Creature - Shade
Engage WU (This creature is blocking target creature, even if that creature has fear, flying, shadow, or is otherwise unblockable. This creature may still only block one creature.)
3U : Return ~ and target creature it is blocking to their owners' hands.
2/2
Criteria 4/5
No flavour text
Flavour 3/5
Shades usually get to pay a cost to pump themselves (eg. chilling shade), you don't have that or any other connection here with shades. Also, you've made the card gold without any clear reason, messing with blockability and bounce are both fine in blue. The concept would suit an Illusion really well.
Design 3/5
The way the ability is worded it could cause unneccessary grief if used outside of the combat phase. For this sort of ability, try something like (until end of turn, this creature can block target creature blah blah blah). Also, this whole mechanic will likely cause questions like the treetop bracers/spiders questions that come up from time to time. I'm not sure you couldn't do better looking to keyword something related to the return to hand ability.
Balance 3/5
As mentioned in the flavour section I think the white mana is unnecessary and restricts potential use. 2 power is probably a bit out of place for a control creature. Maybe 2U cost and 1/4?
TOTAL 13 points
Llanowar Safeguard 2g
Enchantment Land Creature - Dryad
Attract 1g (If a spell or ability with a single target can target this permanent, you may change the target of that spell or ability to this permanent for its attract cost instead)
The Safeguard have modified their bodies to include aspects of those they have vowed to give their lives to protect.
1/4
Criteria 4/5
I think we are really stretching the definition of 'combat related', so I've dropped you to 1/2 for 'a combat related ability'.
Flavour 4/5
I like the idea of attracting, it feels slightly more red to me, but green's lure ability means it is no biggie. You don't get 5 because I have a hard time understanding what an 'enchantment land creature dryad' actually is from the card.
Design 3/5
Might be more elegant if redirected a target spell or ability, as it stands I guess it redirects everything on the stack, which seems clunky and harder to explain. Also, I'm not sure there is even a whole cycle here, it doesn't seem like a theme with a decent design space, more like a one off card.
Balance 4/5
The land and enchantment thing seems like a hostage to fortune, but no real issues.
TOTAL 15 points
Eldritch Gatherer xGG
Creature - Elf Druid
Energy X (Comes into play with X Energy counters, and has 0, remove an Energy counter: untap this creature.)
t: Add G to your mana pool.
1/1
Criteria 3/5
No flavour text; and the only combat impact I can see here is that you can technically use energy for vigilance, so 1/2 for being a combat related ability.
Flavour 5/5
No problems, the energy untapping concept would make a decent theme.
Design 4/5
It's a solid card, but I think its application as a combat mechanic is limited, so I'm sticking to 4/5.
Balance 4/5
I'd probably cost it x1G, but this is nitpicking - nice card.
TOTAL 16 points
Jaguiki, Planar Slayer 2UU
Legendary Creature - Demon (R)
Manhunter (Whenever this creature deals combat damage to a player, double that damage.)
Discard two cards from your hand: Jaguiki, Planar Slayer is unblockable until end of turn.
"The deal is simple: Their head in exchange for your mind."
3/2
Criteria 5/5
No issues
Flavour 4/5
Some minor issues, Demons are rarely blue (in fact only once, ever), and this card has no clear reason to be a demon (though the flavour text tries hard). Also the ability keyword name is not intuitive to me. Manhunter suggests hunting creatures rather than planeswalkers. I could see creatures that are better at hitting planeswalkers than other creatures as a set theme though.
Design 3/5
Design of the card is solid, I like the ability synergies. But the keyword itself is pretty specific.
Balance 4/5
As it stands you'll probably only activate the second ability when it wins the game, you could probably stand to make it discard 1 and pay some mana.
TOTAL 16 points
Valiant Charger :1mana::symwr::symwr:
Creature - Human Knight
First strike, Tactics 2 (Creatures can't block ~ unless their controller pays 2 for each creature he or she controls blocking ~)
"Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win."
- Sun Tzu, The Art of War"
2/2
Criteria 5/5
No issues
Flavour 2/5
The keyword 'tactics' doesn't describe the ability very well; the name 'Valiant Charger' doesn't really sit well with a sneaky evasion ability (maybe a better keyword name could make the ability seem less sneaky); I don't understand why we are using boros mana here, first strike is ok in red or white, but tactics feels white/blue/black to me. Flavour text is cool though.
Design 4/5
Keyword reminder seems well worded, and sets up lots of design space for unusual evasion techniques. However, First strike feels redundant.
Balance 4/5
Ok, but I don't like the idea of this guy being played for 1RR. You could do worse than making this 1W for a 2/1.
TOTAL : 15 points
Arcbound Pummeler (Uncommon) 3
Artifact Creature - Construct
-2/0
Expert Defender 4 (This creature can't attack, and it can block up to four creatures each combat. Whenever this creature blocks, instead of dealing its normal combat damage, it deals damage equal to its power to each creature it blocks.)
Modular 4
Put enough fists on a wall, and people will think twice about climbing it.
Criteria 5/5
No issues
Flavour 3/5
I like your flavour text, but the keyword is lost on me, it's complex and not likely to be repeated too often, expert doesn't seem to mean anything consistent or flavourful except 'the alernate definition of whatever'.
Design 2/5
This could be done much more simply by splitting the mechanic out, maybe have 'Defender', 'Can block up to 4 creatures each turn' then keyword the ability to deal its power to each creature it blocks or is blocked by. Finally your reminder text wording is odd, I think you'd say 'each turn' instead of 'each combat', also your wording could confuse players about whether you want the damage to be dealt immeadiately when blockers are announced (that's the current wording), or as normal combat damage (which feels more elegant)
Balance 4/5
No real issues, though a wall has to be pretty hot to be worth playing,
TOTAL 14pts
Icatian Tactician 1W
Creature - Soldier
Outmanuever 1 (When this creature attacks, up to one target creature can't block it this turn)
2/1
Criteria 4/5
no flavour text.
Flavour 4/5
It's simple, everything on the card fits well together, and the ability is easy to understand. A creature type of soldier really needs pairing with a race.
Design 5/5
Neat enough, not going to cause problems. Would work on almost any creature.
Balance 4/5
It's well balanced, but I don't imagine feeling drawn to play it, maybe too safe.
TOTAL 17 points
Illithid Mindpurger 1ru
Creature - Illithid Warrior
Disable 2 (Whenever this creature blocks or is blocked by a creature, you may pay 2. If you do, tap that creature and remove it from combat. It doesn't untap during it's controller's next untap step.)
If you spent u on the disable cost, draw a card.
"Don't worry. He's just dazed, he'll snap out of it... Eventually."
2/1
Criteria 5/5
No Issues
Flavour 4/5
The keyword is interesting, you only lose a point because the name and flavour text suggests that this guy will make the opp discard rather than having you draw. I like the idea of red's defensive move being 'punch people out of combat'.
Design 5/5
Wording appears spot on, and the card demonstrates how this could be used in a variety of ways.
Balance 5/5
I like the potential for this to be a skill tester - do I keep back 1U for disable, can I attack into this guy to use up mana and stop you remanding post combat etc.
TOTAL 19 points
Flock of Faeries 2G
Creature - Faerie
Mortal Combat (Whenever this card blocks or is blocked tap the opposing creature and put an engaged counter on this card and that creature. Creatures with engaged counters on them don't untap as usual and in the combat phase they deal their combat damage to all other creatures with engaged counters on them.)
"Tenacious, devious, and mischevious-- a flock of faeiries are much more dangerous than the average adventurer would imagine." - Jack Noir, Wandering Minstrel.
1/4
Criteria 5/5
No issues.
Flavour 3/5
Shouldn't a flock of something have flying?
Also, I don't understand the flavour of why 'Mortal combat' is making the opponents creatures attack each other.
Design 3/5
Design seems a bit narrow and self-referential, other than changing power/toughness, I'm not sure what else can feed into this mechanic, and I'm not sure that this would interact well with other themes and mechanics. Also, wording of reminder text should probably be 'Whenever this blocks or becomes blocked by a creature tap that creature and blah blah', and you probably need to say 'at the beginning' or 'at the end' of the combat phase, just to be clear. It's unclear whether you are expecting engaged creatures to deal damage equal to power to each other engaged creature, or if you want to let players split it like a normal combat damage round.
Balance 3/5
Seems hard to price this well, it's not broken, but I'd have thought that in most cases a simple removal spell or combat trick is going to be better.
TOTAL 14 points
Irongate Guard 2WW
Creature - Soldier
Disarm 2 (When Irongate Guard blocks a creature you may pay its disarm cost. If you do remove all auras and equipment from the blocked creature.)
If you payed W in Irongate Guard's disarm cost you may attach all removed auras and equipment to Irongate Guard.
1/4
Criteria 4/5
No flavour text.
Flavour 3/5
Flavour is solid, but not very exciting - this is a very safe card. You should probably add a race creature type.
Design 2/5
Very narrow, seems to only get going if you pay 6 mana total when being attacked by creature with auras/equipment attached.
Balance 2/5
4 mana for a 1/4 with an ability that is rarely useful (and which you pay for separately). Seems very expensive.
TOTAL 11 points
And well done everyone, apologies if my judging comments are mostly negative, its tough to explain where I've made points decisions and not run into pages and pages of wiffle.
Hmmm.. can't say I read the part about "combat related" so.. mine wasn't designed with that stipulation in mind and wasn't really combat related at all.
In terms of flavor, really the reason it is an "enchantment land" is simply so it can attract spells like Stone Rain and Demystify... it led the card to be able to accomplish this with no actual rules text besides Attract. The flavor text attempted to explain this.. that they are this way in order to be able to better understand / protect enchantments and lands.
No, it wouldn't grab all the abilities/spells on the stack at once. It can only grab one thing per payment of the Attract cost. If, for example, someone played Stone Rain on a land, then responded with Naturalize on my Glare of Subdual, then responded with a Shock on my Birds of Paradise, I could pay 3GGG to grab all the abilities and target the Safeguard with them.
Can't say I understand the term "The land and enchantment thing seems like a hostage to fortune, but no real issues." so I can't really respond to it.
I am by no means saying I should win (in fact, I definately shouldn't as I didn't technically even meet round requirements) by this post, just offering some general commentary on the judging / my own card. Thanks for the judgings! We've had two quick rounds these past two days... lets keep this smoothness up y'all!
Enchantment
At the beginning of your upkeep, flip Truce.
Creatures can't attack.
//
Mayhem
At the beginning of your upkeep, flip Mayhem.
Creatures can't block.
"Well, I can't say I care much for his manners, but at least he's punctual." -Ammon-Ra, Khemrian King
Thanks to blurrycloud, who by the way, is a redonculous artist.
My other card is a Honden.
Winner of the May 2007 Card Creation League with Colossi Rusting Grounds
I can't believe it's not butter!
Legendary Creature - Human Soldier
Flanking
2W, T: Destroy target black creature or artifact. It can't be regenerated.
"I would sooner die than see these horrors and their ancient creations spread their filth to the pure lands of the Lady."
3/3
~2B~
~Creature – Human Cleric~
~When Caller of the Old Ones comes into play, you may search your library for a creature card with converted mana cost 6 or more, reveal it, and put it into your hand. If you do, shuffle your library.~
~1/1~
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
Legendary Artifact
Vanishing 6
,T: End the turn. Play this ability only during your turn.
Time is precious when you don't have enough of it.